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NHL 16 News Post


Game Informer has posted an article listing off 60 Things We Know About NHL 16. It's worth combing through the list to see if there's anything new that sticks out to you.

In particular, one note that I found interesting is that EASHL teams that have come back year after year may end up having their team name recorded in-game by the commentators. In other words, teams that have really stuck together and most likely been big supporters of the mode may find some love from the development team via this little audio nugget. I hope to find team names like "Tickle Monsters" (but hopefully none having to do with 'QC') that I can tag to my EASHL team once I check out the returning EASHL mode in NHL 16, releasing on September 15.

Source: 60 Things We Know About NHL 16

Game: NHL 16Reader Score: Vote Now
Platform: PS4 / Xbox OneVotes for game: 0 - View All
NHL 16 Videos
Member Comments
# 1 NYJin2011tm @ 06/15/15 08:24 PM
I would like to know if starting a BeAGM pre draft/draft day default rosters will be back in PS4 like it is in PS3? Also if there are preseason games too?
 
# 2 Gossennator @ 06/15/15 08:33 PM
Quote:
EA has retired player progression. This is largely due to users exploiting the system to create seven foot tall danglers who couldn't get knocked off the puck and the vast delta between newcomers and the longtime players who had fully maxed characters with boost enhancements to boot.
Instead of taking it out the game they should maybe, I don't know, fix it..
 
# 3 ajs41072 @ 06/15/15 09:04 PM
I was ok with things until I read this one.

From our limited hands-on time shooting and goaltending felt largely the same. The same scoring tactics from last year wraparounds, screens, high slot shots all seemed to still work.

Hopefully they'll get this cleaned up.
 
# 4 punx317 @ 06/15/15 09:41 PM
Two words, hut league. Finally we can put together a league in hut using the play a friend feature. Micro transactions nix alot of huts fun but finally we'll be able to play friends with our fantasy team. Maybe just maybe we can police ourselves and avoid the elements that turn a large amountt of people away from Hut
 
# 5 Vikes1 @ 06/15/15 11:43 PM
Quote:
Originally Posted by ajs41072
I was ok with things until I read this one.

From our limited hands-on time shooting and goaltending felt largely the same. The same scoring tactics from last year wraparounds, screens, high slot shots all seemed to still work.

Hopefully they'll get this cleaned up.
Yeah, that quote is worrisome.
 
# 6 13whitebread @ 06/15/15 11:43 PM
How about 5 man goal celebrations instead of one teammate jumping on the back of another teammate it just don't look right hope they fix this really takes away from scoring the goal
 
# 7 TheBuddyHobbs @ 06/15/15 11:47 PM
"From our limited hands-on time shooting and goaltending felt largely the same. The same scoring tactics from last year – wraparounds, screens, high slot shots – all seemed to still work.
New puck pickups allow you to gather the puck better while on the move, which "EA says should improve the flow of the transition game."

Board play, face-offs, and passing feel largely the same as NHL 15. Fight frequency and checking seemed toned down compared to last year. The collision animations also appear to be cleaned up."

I don't understand the logic behind not being able to edit ratings in GM mode. Why don't we have roster sharing across the board for EA? Makes no sense to me.

UGH!!!!!
 
# 8 GlennN @ 06/16/15 10:05 AM
Since I only play offline BeAGM, this is the one that kills me: "Player ratings are still sky high, which gives the game very little in terms of player differentiation." Combine that with the failure to mention any improvements with tracking individual players' career stats, awards, teams played for, etc., and you have a game I will be waiting for when it drops to about half price. Disappointed already.
 
# 9 Dr Mc Tardy @ 06/16/15 12:01 PM
No player progression in EASHL? Why not, you know, limit the height and weight of some players? Why not be able to make a 7 foot player but he won't be able to skate or dangle for ****? Sigh.
 
# 10 double dot @ 06/16/15 04:11 PM
Limiting that stuff takes some of the feeling away from player customization. Who cares if a guy wants to be a 7 foot player with good hands?
 
# 11 actionhank @ 06/19/15 12:47 PM
Quote:
Originally Posted by Dr Mc Tardy
No player progression in EASHL? Why not, you know, limit the height and weight of some players? Why not be able to make a 7 foot player but he won't be able to skate or dangle for ****? Sigh.
Or even just have height and weight come with limiting factors. You could be a 7ft tall forward if you want, but he would be more limited in speed and agility. Smaller guys would have the ability to be quicker and more nimble, but at the obvious expense of ability to protect the puck.

EA could fix that with a bit of re-thinking of the process. It's worked in FPS games for a while now. Guys who were 'heavier' would be slowed down, but more damaging. Quicker guys can get around, but get knocked down more easily.
 
# 12 Money99 @ 06/19/15 03:39 PM
Quote:
Originally Posted by actionhank
Or even just have height and weight come with limiting factors. You could be a 7ft tall forward if you want, but he would be more limited in speed and agility. Smaller guys would have the ability to be quicker and more nimble, but at the obvious expense of ability to protect the puck.

EA could fix that with a bit of re-thinking of the process. It's worked in FPS games for a while now. Guys who were 'heavier' would be slowed down, but more damaging. Quicker guys can get around, but get knocked down more easily.
I think another approach is to assign points to certain attributes.
If a guy is 7' and 265'lbs that accounts for 25 points.
100 Speed = 20 points. 100 Shot = 20 points.
And each team can't go over 200 points (or something like that).

That way there is no way you can have a full team of Shaq's with the speed of Kane on one team.

With a Cap on points, teams will be forced to be more versatile.
 
# 13 Money99 @ 06/20/15 08:37 AM
Quote:
Originally Posted by Devilsfan3026
Do what they do in NBA. A point guard can't have a stand in the paint and dunk rating over 25 because a PG can't dunk while standing under the basket. The NBA 2K rankings are far more complex and based on individual positions and the NHL would be wise to look into that and use it as their template.
All of 2K games are like this.
NHL2K10 had some excellent contextual animations based on attributes.
If you tried to paste Duncan Keith, he'd roll off the hit.
And if you tried to stick-lift or poke check with Datsyuk, he'd have a great chance of accomplishing this regardless of his positioning on the ice.
Meanwhile, if you were in poor position and tried to stick-lift with a Dan Carcillo, you'd more than likely find yourself on the PK.

Power Forwards had specific skills defined for their role as did defensive Dmen, sniping wingers, etc.
It was a great ratings system. Same with AFL2K, MLB2K, etc.

The NHL series sorely needs something similar.
 
# 14 Garism @ 06/20/15 12:36 PM
Didn't they have this build in like NHL 12 or 13? Where the player type you picked had capped attributes..
 

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